@eye-work - I dunno what you're going for here, it seems very noisy and haphasard at the moment though. Think more about your composition and focus (why are there big eye-drawing flames off to the side of the image? why is the "focal" tree so under-detailed compared to the rough, detailed background rocks?).

Someone convinced me to do a second pass of the scene I posted above:
Again, I think it was worth it. Gotta stop being impatient with this stuff, I get tired of it quickly because of the long render times to check small changes but that reflects badly on the result.

Working on an M16A2 for a UE4 game. Hipoly mostly done, apart from the front sight, then onto lowpoly tomorrow. Hope ill be at UVing on wednesday

From what little you can see, there are many inaccuracies. I have to ask, why did you render this at such an angle that the view of the weapon is so obscure that we can't make out... well, really anything?

That graph looks wrong - a material with roughness 0.0 and metalness 0.0 should have a super sharp and obvious reflection - thats what shiny/polished plastics are ... your graph has no visible reflection at all until you hit at least 0.1 metalness...

That graph looks wrong - a material with roughness 0.0 and metalness 0.0 should have a super sharp and obvious reflection - thats what shiny/polished plastics are ... your graph has no visible reflection at all until you hit at least 0.1 metalness...

Last time I'll spam this for a while, got stuff retopo'd and baked down yesterday before I went to bed. Probably going to have to find a better way of doing the beard though, too inefficient at the moment...

Great work dude! I love it. I haven't checked out your thread yet, but I hope for some wires and stuff.

Finally I found the time to finish my scoutmech. The project was a blast although I should avoid to drag things so much. I've learned a lot and would tackle many things differently if I had to do this again. Anyway I'm quite happy about the final result. Check my portfolio for more shots.

I also updated my portfolio. Now its time to step up and apply. Berlin here I come!

Sweet mech Slave Zero. If i was to crit it in anyway, i would say the bullet loom is a bit straight at one end and that was hardly worth typing.

Thank you and indeed that looks awkward from the perspective. Thank you for pointing that out. In the modeling pose it looked smooth.
I guess this comes from the ik-chain I used to guide the ammo-chain. The animation setup for the mech is quick and dirty. To do a proper rig on the mech would give better results in posing & the ammo-chain for example, but time was an issue here.

I need to pick up more knowledge about building basic rigs and stuff. *Rembers slipgate centrals dominance war videos*

Thank you and indeed that looks awkward from the perspective. Thank you for pointing that out. In the modeling pose it looked smooth.
I guess this comes from the ik-chain I used to guide the ammo-chain. The animation setup for the mech is quick and dirty. To do a proper rig on the mech would give better results in posing & the ammo-chain for example, but time was an issue here.

I need to pick up more knowledge about building basic rigs and stuff. *Rembers slipgate centrals dominance war videos*

It might be overkill but I would love to see a desert or urban camo textured version in a scene with a manga type young pilot chick indulging in some sort of youthful antics together. Or is that too cliche?